Grim Dawn Version v1.2.0.0 + v1.2.0.1 + v1.2.0.2 + v1.2.0.3 Hotfixes


German has some problems, too.

Hello, there are some TAG issues in this patch. Incorrect names on dodge, for example. Plus new SR stone recipe doesn’t have its name. Or may be this caused by loot tag file - Rainbow Filter? I don’t know.

Will fix. Thanks. For future reference, the bug reporting forum is the best place to report issues.

That would be rainbow filter.

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Yes, seems so. Just some new things didn’t have their proper names.

I know the tag issue has been discussed, but even after the hotfix, there are many options in settings with tag issues. I deleted all the old rainbow files I had been using prior to the patch and set language to English, what am I missing here?

edit

Amazing work regardless guys, this game gets more support than current 7+ figure AAA games.

Great patch, really appreciated! Thanks. However I have a few suggestions:

1.) Modify the description of the Dirge of Arkovia relic, because it is still referring to the bone prison ability of the pet which does no longer exist.
2.) Modify the description of the normal and mythical Black Scourge scepter for it is still referring to summon on enemy death proccing.

You’re welcome.

When a mod is updated the author should say so in the mod thread.

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Much better performance on the road through Asterkarn on Radeon it appears as well.

5 posts were split to a new topic: Update broke community translation

Holy F***. SR 60+ normal with maxxed resists and 24k hp is already hard as f*** now. :stuck_out_tongue:

Some strong bosses could easily 2 shot me

Ok, perhaps I need some pointers or some more info before I blow my top after experiencing something I found to be rather stupid in the game. I’ve already completed the game(base + AoM + FG) twice in Elite and cleared Crucible(wave 125 or whatever the achievement is) in normal and SR up to 40. I also have around 1,000 hours invested in the game.
I got on the game yesterday and noted there was a new patch with a lot of changes made to it so I exercised a bit more caution when approaching the mobs & bosses. Loaded my lvl 95 Pyromancer, which has a DA 2028, armor 1344 with 95% absorption, and 109,884 dps(mainly fire/burn damage). Resistances are at 86% fire, 80% cold, 83% lightening, 80% poison, 80% piercing, 80% bleeding, 71% vitality, 80% aether, 80% stun, 80% chaos, 11% phys. The character also has Mythical Wyrmscale Footguards equipped.
In Korvan City after killing Dravis, The Steward comes out and takes my HP down to zero in about 5 seconds. Thought maybe it was a fluke and I double-checked my resistances, so I head up there again and it one-shots me. I ended up having to kite this boss in order to kill it. I’ve never ever had this problem before when dealing with this particular boss on Normal or Elite and my DA was usually in the same ballpark. I know some characters that I used in the past had even lower resistances when they went up against The Steward and had no problems like this. I’ve also used this same character to kill the Ravager in Normal mode, albeit it took a LONG time with a lot of hit and run tactics, I was never dirt napped with a one-shot unless I made a mistake.

So did they make this game more difficult? I mean its freakin difficult enough without this patch being that I don’t have “any” legendary sets yet(costs way too damn much iron bits + components with the RNG nonsense to craft any gear sets) and have to settle for luckily found epic sets with a few legendary & greens mixed in.

That’s another thing I find annoying. Limited inventory space with the expectation that we’re somehow suppose to manage it all given how the loot tables are in the game. No, we don’t need more space as that just makes the problem bigger. What we do need is to either have the loot tables weighted/streamlined towards the character classes being played or better yet, have a crafting system implemented where we just make the stuff. The current system is like find a set that takes up 14-19+ inventory squares and sit on it until you find the last piece or can use it on a character without hamstringing your build. This could be changed to take up a fraction of that space by using components that only take up 1 square apiece where some of the components could serve as crafting material in multiple sets.

Level 100 in Normal? Can someone explain to me the purpose of this? From my experience, you’re lucky to hit lvl 75 at that difficulty unless you’re spending a lot of time in Crucible/Shattered Realm, repeatedly redoing content. Not to mention the fact that you’re probably not going to find much(if any) of the end-game loot unless they changed this as well. You’ll just be a really squishy character at lvl 100.

Evade? Do we really need an i-frame? We’re already playing a piano on some builds and I think the last thing we needed was an i-frame skill separate from the skill bar. Kind of like what was done with the HP and energy regen potions. I can understand the advantage of not having them clutter up inventories, but was it really necessary to remove the function from the skill bar? Next thing you know, using skills in a fight will be like playing a multi-level piano with one hand… Nobody wants to deal with that unless they’re a glutton for punishment.

Exclusive skills should be activated by the player from the skill bar rather than making it activate automatically & defaulting to the one with more skill points invested. Sure, it saves room on the skill bar, but doesn’t make much sense with regards to convenience since characters can have more than one of those types of skills & might opt to use a different one depending on the circumstances, in which case the player would be forced to tinker around with skill points in order to be able to use the other Exclusive Skill.

Anyway, I think that’s about all for now since I’ve only played the game with the current patch for about an hour yesterday.

Just an idea, would it be possible to tie Evade to a sort of stamina bar rather than a cooldown? I think it would feel a little more natural to use.

  • Toggled buffs are now automatically toggled on and no longer need to be on the skill bar (note: if your character currently has two exclusive skills learned, the one with more points invested takes priority).

This seriosly needs a rework, or something. It’s great that auras are now on by default, but it makes zero sense to not be able to properly toggle them off/on if you want to do so.

It does not require any revision, it is a change without return. Either you accept it and continue playing with these changes, or you stay playing on 1.1.9.8 forever

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Va multumesc din suflet. Grim Dawn este jocul meu preferat, jocul care ma relaxeaza dupa o zi de munca. Abia astept urmatoarele dumneavoastra realizari.

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You need to download yesterday’s hotfix.

I love the improvements on this awesome game. Even the graphics look smoother. Really enjoying coming back to it.

I think you can in settings.

You have to learn some dangerous mob moves, Steward always change posture before using his big attack and can easily deal up to 10k hp. Your build might have some problems as well. And stop moaning, game is quite balanced.

We are in the process of releasing a hotfix for v1.2. This will not be the only major hotfix we push, but we want to get the most critical issues addressed as soon as possible.

These fixes are coming posthaste to Steam, GOG, and Xbox.

V1.2.0.1 Hotfix 1

[Tech]

  • Fixed an issue with assigning the new Evade ability in the Steam Controller Configuration.
  • Fixed an issue where the player could end up stuck when casting abilities at the same time as casting Evade on a controller.
  • Fixed an issue where skill modifiers could cause a skill to display a negative cooldown.

[Game]

  • Fixed an issue with missing text tags in Portuguese.
  • Fixed an issue where the Yugol’s Ichor consumable was only available 1 at a time from…somewhere.
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